I read through the first page of what was here, and probably these comments will be similar to others, but I’ll add my $0.02 because i can. I ran PVE for a few hours, using sword/torch and axe/mace, primarily set up with what I have today for armor/runes.
Overall it feels underwhelming, esp. compared to the necro’s reaper shroud. My 2 mains are necro and warrior and while I love the necro’s new capabilities, the warrior feels lack luster overall. Maybe it was the wrong expectation, but when I read the descriptions originally, I thought zerker mode would be similar/equivalent to necro repear shroud. Some specific points:
—Move the F2 icon to where it’s actually visible so we can see the cooldown
—Heal skill needs either some initial heal or add stability and guaranteed hits so that we can at least get some minimal heal out of it, even if we’re getting smacked around (i do like the idea of this heal, but it felt very hard to use when I wanted it – if not the above, maybe increase the % dmg:health conversion?)
—Elite skill = worthless, unless timed at very specific points…that’s less fun, at least for me. I want an elite that is there when I really need it to dish out big dmg while soloing bosses, not something that I can use once in a blue moon
—rage skills – not totally worthless, but they certainly feel less useful than shouts, except for maybe wild blow. i like the idea of shattering blow, but as a reflect when not using a shield it needs a shorter cast, or a longer reflect (maybe). Sundering blow was just…meh.
—f2 skills – I was ok with sword/axe – they definitely felt different from normal, I think if we just had the option to use one or the other at any point, i’d be good with them – then it’s a true choice – i.e. for sword, do I need to immobilize a target or destroy projectiles? for axe, do i need single target or multiple? (on axe, I would say the dmg should be more equivalent between the primary target and the ones behind, or let the primary attack cleave so it’s a true choice of AOE vs. single target)
—torch skills – neat ideas, would like to see torch 4 have a knockdown – even if that meant less damage overall. (gives sword/axe and torch combos some control capabilites). torch 5 is ok, though would be nice if there was some indication of when the field was running out.
—General mechanic thoughts – I’d recommend getting rid of this second adrenaline bar, and just give us 2 options for the skills – we can use one or the other for the burst. And then get rid of berserker “mode” – move the attack speed and conditions removed into the minor traits…and maybe move the quickness to a grand master? So something like hitting tier 2 and tier 3 grants you X seconds of these boons – that way we don’t go back to pushing an incentive to not use burst, but you still get some benefit, and the benefit occurs as you move up the adrenaline tiers.
—traits – the additional adrenaline on entering combat is worthless (2nd minor trait), so get rid of it. the smash brawler trait is meh – feels like it should tie in more with the existing mechanic to reduce burst recharge. last blaze was ok – didn’t use it, but it makes sense. king of fire is underwhelming. IMO it should increase duration by 5 or 10% and give a significant bump to condition dmg (or give us some other boon when striking foes that are burning – might? quickness?). Spreading the burning is cool, but I think that could be dropped for balance if needed.